TempleOSTS_130707.ISO
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@@ -0,0 +1,77 @@
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Unit *FindNearestUnit(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
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{
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I64 i;
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F64 d,best_d=MAX_F64,x1,y1,x2,y2;
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Unit *best=NULL;
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//$LK,"Sqrt","MN:Sqrt"$() is slow, so work with squared distances.
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if (range<0)
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range=MAX_F64;
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else
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range*=range;
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RowCol2XY(&x1,&y1,row,col);
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for (i=0;i<MAX_UNITS;i++)
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if (units[player][i].life>0) {
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if (!in_LOS || LOS(row,col,units[player][i].row,units[player][i].col)) {
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RowCol2XY(&x2,&y2,units[player][i].row,units[player][i].col);
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d=Sqr(x2-x1)+Sqr(y2-y1);
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if (d<=range && d<best_d) {
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best=&units[player][i];
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best_d=d;
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}
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}
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}
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return best;
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}
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U0 TanksPlot()
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{
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Unit *target,*tempu;
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I64 i;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0 && tempu->indirect_fire &&
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(target=FindNearestUnit(tempu->row,tempu->col,enemy_player,TRUE,tempu->range*2*HEX_RADIUS)))
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PlotShot(tempu,target->row,target->col);
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}
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throw(EXCEPT_LOCAL,T_PHASE_OVER);
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}
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U0 TanksMove()
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{
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Unit *target,*tempu;
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I64 i;
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F64 x,y;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0) {
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//This cheats because it violates Line-of-Sight
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if (target=FindNearestUnit(tempu->row,tempu->col,enemy_player,FALSE)) {
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RowCol2XY(&x,&y,target->row,target->col);
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if (!MoveUnit(tempu,x,y)) {
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RowCol2XY(&x,&y,tempu->row,tempu->col);
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MoveUnit(tempu,x+RandI16,y+RandI16);
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}
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}
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}
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}
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throw(EXCEPT_LOCAL,T_PHASE_OVER);
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}
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U0 TanksFire()
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{
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Unit *target,*tempu;
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I64 i;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0 && !tempu->indirect_fire &&
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(target=FindNearestUnit(tempu->row,tempu->col,enemy_player,TRUE,tempu->range*2*HEX_RADIUS))) {
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FireShot(tempu,target);
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Sleep(250*ANIMATION_DELAY);
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}
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}
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throw(EXCEPT_LOCAL,T_PHASE_OVER);
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}
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